|Commander / EDH||Legal|
Printings View all
|Zendikar Expeditions (EXP)||Mythic Rare|
|Battle for Zendikar (BFZ)||Rare|
|Promo Set (000)||None|
Combos Browse all
Land — Mountain Forest
(: Add or to your mana pool.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
|Have (5)||Riders_of_Brohan , miracle , metalmagic , MrShhh , lorddarkstar|
|Want (14)||Coconut42 , Ajackson18 , wolfboy193 , Chunkeekong , Timedrqgon , bfrie , olivo426 , Mako , Phsyx , energyforest , JWIll , Ram0se95 , Mortiferus_Rosa , CaelanStokkermans|
Cinder Glade Discussion
2 days ago
Hey bud, just wanted to drop some advice as resident Loam expert.
Your mana base is a little funky for this style of deck. Since you have so many of the triple cost enchantments, Fire-Lit Thicket is a must because it helps you cast either as easily as possible. 2 is enough, but I saw some other guy suggest taking them out without knowing what they're talking about.
You also don't have enough draw lands. I like 5-7 in a two color build. Forgotten Cave , Tranquil Thicket or the horizon lands need to be in here in full force. The cycle lands are about twice as good as the horizon lands, so definitely more of them in the mix.
Some lands to take out: Copperline Gorge and Cinder Glade aren't doing much for you and are kind of a wasted land slot. You're a loam deck, take advantage of that. you can also go down to 2 creature lands.
As far as your main deck goes, Throes of Chaos is a terrible card. Sure, it's fun, but if you want that effect just play Bloodbraid Elf . Throes is really just kind of a waste of mana because you could be doing so many other things. Flame Jab and Worm Harvest can go up in numbers. If you feel like you have to play throes for the fun factor, just play one and use it when you have nothing else to do. Or you can play like Lightning Axe or some other burn.
Anyway, I like the deck, I just think these few little fixes could make it a lot more effective. Have fun Loaming!
2 days ago
Whitehamma Thanks for the suggestions my dude.
Fiery Islet is here as a draw engine mid-late game cause we can recur it with W6 and Loam. Some cards are just 1 red mana so turn 1 Islet has been pretty okay so far during initial playtesting.
2 days ago
Fiery Islet sorry bro they didn't do Red Green maybe next
Sideboard: Personally i like Cindervines for removal. It does cost 2 cmc instead of 1 like Nature's Claim and its not instant, but it does make people pay for casting spells. If the opponent uses cards with retrace it can help dampen that maybe, or if there is a storm player. This is the only suggestion i have i like the deck and don't want to change it ha.
2 weeks ago
Yo! RG decks are interesting. Here's what I think -- feel free to disregard it:
The main attraction of running green is having access to one-mana mana-dorks. Llanowar Elves , Birds of Paradise , Fyndhorn Elves , Elvish Mystic and Orcish Lumberjack will all speed up your deck tremendously, while giving you bodies for Overwhelming Stampede or similar finishers. Exploration is a good accelerator, though it can be expensive; search for tomorrow is similar. There are some two- or three-mana dorks you might also want to consider, like Priest of Titania , Shaman of Forgotten Ways and Somberwald Sage . Having dorks ramps green faster than any other color is capable of.
Overwhelming Stampede is an excellent card; in that vein, Overrun and Triumph of the Hordes are both good finishers. If you want to put money into the deck, Craterhoof Behemoth is a great card in Legacy Elves that also works here. Grabbing Craterhoof with something like Natural Order can produce a really fast win. Green Sun's Zenith is another good tutor-spell, which can also fetch Dryad Arbor turn one.
I see you're running Nature's Lore . Farseek is a great card to fetch a mountain, especially if you choose to run Stomping Ground , Sheltered Thicket and/or Cinder Glade . Taiga is good, too, but that's pushing $200 these days... effing OG duals.
Growing Rites of Itlimoc Flip is a good card, and an affordable version of Gaea's Cradle . Similarly, Slate of Ancestry is a very underrated EDH card that would be a powerhouse in this deck. In the line of card-draw, Beast Whisperer and Harmonize are worth considering.
Karplusan Forest , Spire Garden , Command Tower and Grove of the Burnwillows are four excellent non-basic, ETB-untapped lands for your colors. You should run these, if at all possible. I think they're better than Jund Panorama and Naya Panorama , as well as Rogue's Passage . You should consider Kessig Wolf Run , as well as cutting one or two lands from the final list.
Depending on how sadistic you are, you may also want to consider running some stax pieces. Thorn of Amethyst is an excellent card in most green decks, as these decks tend to produce oodles of mana and not cast too many non-creature spells. Pyrostatic Pillar and Eidolon of the Great Revel are excellent ways to keep low-curved decks in check. Harsh Mentor varies with meta calls, though it can be very strong. Stranglehold can ruin some strategies, and Price of Glory can nuke counter-heavy decks. Similarly, Vexing Shusher is useful to avoid getting countered, especially since you don't have to activate it until after an opponent casts a counterspell. Scab-Clan Berserker is worth considering.
I suggest Gamble . It's the best tutor in your colors. Eternal Witness is another pretty good card you may want to consider to get you back in the game after a board-wipe. I suggest running Grim Flowering or Nature's Resurgence for the same reason.
Your spot removal will be dependent on how hard you want to lean into Ruric Thar, the Unbowed . If you want to keep him, Reclamation Sage and similar effects are the way to go. Without him, or while thinking of him as a secondary creature, you should run Nature's Claim and/or Krosan Grip . Chain of Acid is an interesting card I've been wondering about recently, so you may be interested in experimenting with it. Hull Breach is similar to Decimate , and is often a two-for-one. Shattering Spree , By Force , Ancient Grudge , Vandalblast and Fiery Confluence are good as well.
Neheb, Dreadhorde Champion is an efficient, powerful creature that helps cycle away dead cards in your hand, all while generating mana. Huntmaster of the Fells Flip is another super-efficient creature. Boartusk Liege is valuable for its anthem effect and not-insignificant body. Siege Behemoth is another recommendation, for obvious reasons.
Depending on your meta, Sunder Shaman , Choke , Carpet of Flowers , Flashfires and Boil are options. If you keep your mana-base with only a few non-basics, Blood Moon , Magus of the Moon and Ruination are good cards. If your meta is super aggressive, you should consider Loxodon Warhammer or Basilisk Collar in order to recoup life points. Runic Armasaur is another good consideration if your meta has a lot of fetch lands and the like.
Strionic Resonator is a way to copy your general's trigger, and may be tremendously helpful. Resolving them in succession on the same creature results in quadrupled power.
Alright, that's all I got for now. I hope you found these suggestions at least a little helpful. Good luck with deck building!
3 weeks ago
So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.
First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.
Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.
Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.
With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.
In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.
You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.
Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.
Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.
1 month ago
Well, Taiga is too expensive but it's the only upgrade over lands we already have, maybe in future we'll get something better than shocklands or on similar power level. I personally run Cinder Glade and Canopy Vista (just to up the number of forests), which with 6 basics and so many ways to fetch/filter topdeck is reasonably enough to get them enter untapped.
About Moxes - Chrome Mox might be better overall (just exile dork for it or redundant enchantment but I'd mostly go for the former), while Mox Diamond seems to be better when we have many lands aviable, which might happen mostly during late game. There's also Mox Amber but it seems to be too conditional because we have 13 legendaries + 9 CMC commander.
1 month ago
Good point about Haven of the Spirit Dragon ; I've also only ever used the ability 1-2 times in almost as many years.
I might just cut that, Path of Ancestry , and Homeward Path for more consistent color/untapped sources, probably directly for Exotic Orchard , Forbidden Orchard , and Cinder Glade . Probably not worth the small upside on Taiga vs the $$$. Greater Good also serves here as protection against getting our Dragons stolen.
I may eventually test Mox Diamond and Chrome Mox , but we want to be hitting land drops, stay up on card, and go at least to midgame, so the explosiveness of Sol Ring , Mana Crypt , and Mana Vault is probably enough for this list/strategy.
1 month ago
Hey, Fauna Shaman is now a $5 card and she can be a repeatable creature tutor. Gamble and Signal the Clans are other tutors to consider adding. Consider mixing up your ramp sources? Consider cutting Rampant Growth and Nissa's Pilgrimage replacing them with Gruul Signet and Talisman of Impulse ?
For the manabase you've forgotten Command Tower . Other lands to consider adding are: Cinder Glade (it's another Forest dual land), Karplusan Forest , Raging Ravine (Xenagos can pump it), Ash Barrens .
Cinder Glade occurrence in decks from the last year
All decks: 0.11%
Commander / EDH:
All decks: 0.08%
RG (Gruul): 2.89%
BRG (Jund): 1.65%
RGW (Naya): 2.68%
RUG (Temur): 2.4%